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DiGRA
Existing audience research on transmedia focuses largely on film and television, which the author argues does not fully translate to game-led storyworlds.
This study explores audience motivations for engaging with or avoiding game-centric transmedia, specifically using "Defiance" and "Quantum Break" as case studies. Its primary thesis is that motivations for consuming game-centric transmedia differ significantly from those observed in other media, particularly TV dramas, emphasizing a strong narrative and world-building focus unique to gaming audiences.
The research employed a constructivist grounded theory-informed approach, analyzing survey data to identify ten distinct consumption motivations and five avoidance motivations. Key consumption drivers include "Exploring the storyworld," "Storyworld expansion," and a desire for deeper immersion and character identification. These findings underscore a pronounced interest in narrative depth and the expansion of game lore beyond the core interactive experience.
Conversely, avoidance motivations center on concerns such as "Lack of quality" in transmedia offerings, accessibility issues including time constraints and regional restrictions, and a preference for self-contained narratives within the primary game medium. The study concludes that gamers exhibit unique motivational profiles compared to audiences of other transmedia forms, necessitating further dedicated research into game-centric transmedia reception. The scope of the study is focused on specific game franchises and their associated transmedia, without explicit geographic or broad industry segment coverage beyond the gaming sector.
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